Gamedev diary: HOPA research log
(permalink)This is by no means a comprehensive log of games I'm researching for Project H, just the ones that inspired me to reflect on my decisions. Newly added titles will appear on top.
Grim Legends: The Forsaken Bride
Win & OSX, Artifex Mundi
This was too "point and click adventure" for what I was after, but as a HOPA/point and click game, it's very nicely realised. It had an entertaining and intriguing story, though I think the setting won me over more than the drama. That's more down to what I'm looking for more than the game being at fault.
Ultimately, I wanted something a little more like Secret Society (but without all the pop-ups) and Adventure Trip: London, and it makes me very consious about how one might appropriately label a game so people can tell what they're signing up for before they dive in. This one is definitely on me, though. I'm familiar enough with the Grim Tales franchise that the trappings of a Grim Legends series should have been obvious.
Beauty and the Beast: Hidden Object Fairy Tale
Win & OSX, Crisp App Studio
I can't say I was impressed by the requirement to scroll painfully slowly through scenes, but for what it's worth, the "360-degree panoramas" were very pleasant to look at. So, let's say what you gain on pretty scenes and compositions, you lose on ergonomic comfort.
What did stand out to me was how simple this game was. Think of it like HOPA porn. You're there for the HOPA, the story is just there to give a bit of loose, somewhat tenuous narrative between scenes. And you know what? It was fine. Adam Wolfe was immersive and suspenseful, but that's not really what I'm looking for in a HOPA. Usually, I just want a cosy, unwind time.
The "must get 2 stars to unlock next level" requirement was pretty good. It highlighted the replayability of each level, which is reiterated at the end of the game, which says you can just keep playing over and over. The UI means I will not, but I do like how this mechanic works.
June’s Journey
iOS, Wooga
I first heard of June’s Journey when looking for articles about HOPA asset creation. It is a very pretty game with a nice little mystery, a comment that I reserve the right to withdraw later if it turns out to be not so nice. I’m only just starting chapter 2, and not sure yet whether I’ll see the game through.
The need to constantly replay scenes is a bit tedious, though I do enjoy how the scenes get harder with each star level. It’s the need to labour over them so often in order to progress the story that wears me down. For more dedicated players, this long-term engagement strategy may be quite satisfying, along with the “build an estate” and “visit your friends’ estates” elements. I doubt I’d want elements like that for Project H, as I’d rather it have a storyline with a beginning, middle and end.
The rush mechanic is kind of crap. It does nothing for my immersion in the game or story, as it is applied indiscriminately for the sake of scoring points that then determine how quickly you progress through that scene. It induces stress for not much payoff, however, it could be forgiven if the intent is to encourage repetition and memory. It may be a useful memory and response time training device.
For storytelling, though, I’d rather that mechanic be used in the same way it’s used in Adam Wolfe, where the intent is to drive urgency and tension. Great emotional engagement there.
Murder in the Alps
iOS, Nordcurrent UAB
Beautifully rendered game with nice flow and an interesting mystery. The text-to-HOP ratio was too texty for my liking; I would hope to favour the object hunting.
Did not like the energy refill mechanic, though it would have been bearable if not for the fact that every action (including finding objects) required energy while buying energy refills was expensive. Hopefully lucrative for the studio, but not fun for me as a player. I’d prefer a single retail purchase option alongside the refill option.
I got maybe half an hour or less out of this game before the refill pricing structure grossed me out. I don’t think I’d want to take this approach for my game.
Danse Macabre: Lover’s Pledge
iOS, BigFish
More an adventure puzzle game (like Monkey Island) than what I’d look for in a HOPA. The hidden object mini games weren’t that fun. The app started malfunctioning early in the game.
Hard to tell whether it would have been interesting to continue, as the combination of guesswork, tedium and errors turned me off continuing.
I did like that this game offered what effectively was a free demo with the option to unlock the full game. This seems like an accessible sales approach.